











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Delete Alternate Sandworm Lair 1.6.6Deletes alt SWL from the game. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Temporal Bunnies 1.7.3Makes temporal hounds into temporal bunnies. (Swaps their sprites from dogs to bunnies, no actual mechanical changes are made to the tree or talents in it) Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Achieve in Obscurity 1.7.4Allows disabling of achievement notifications in global chat. Code shamelessly stolen from minmay's QuickTome QoL Changes addon. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Anorithil |
Level / Exp | 50 / 2153% |
Size | medium |
Lifes / Deaths | Killed by Cyrildamina the orc warrior at level 42 on the 54th Dusk 123rd year of Ascendancy at 12:59 / 2Killed by Hypostasis of Entropy at level 50 on the 58th Regrowth 124th year of Ascendancy at 16:49 |
Primary Stats
Strength | 19 (base 11) |
Dexterity | 58 (base 33) |
Constitution | 81 (base 60) |
Magic | 142 (base 61) |
Willpower | 64 (base 13) |
Cunning | 96 (base 60) |
Resources
Life | -399/2287 |
Positive | 47/197 |
Negative | 20/197 |
Vim | 266/296 |
Healing Factor | 1.6252415653742 |
Regeneration | 45.913074221822 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.2632564145606E-12% |
Spell | -1.9984014443253E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
See Invisible | 16 |
Offense: Mainhand
Damage | 61 |
Accuracy | 52 |
Crit Chance | 49% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 87 |
Crit Chance | 88% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +41% |
Blight | +32% |
Arcane | +53% |
Mind | +29% |
All | +23% |
Darkness | +203% |
Light | +101% |
Temporal | +30% |
Physical | +32% |
Lightning | +53% |
Fire | +23% |
Nature | +39% |
Offense: Damage Penetration
Blight | +36% |
Physical | +20% |
Cold | +20% |
All | +10% |
Lightning | +25% |
Temporal | +30% |
Mind | +35% |
Fire | +50% |
Darkness | +74% |
Defense: Base
Armour (hardiness) | 31.142857142857 (55.65183292883%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 66 |
Mental Save | 61 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 38%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 45%( 70%) |
All | + 30%( 70%) |
Lightning | + 49%( 70%) |
Light | + 58%( 70%) |
Temporal | + 47%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 37%( 70%) |
Mind | + 41%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 39% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 190 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 55 up to 8 times. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 855% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Celestial / Eclipse | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Celestial / Glyphs | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Celestial / Hymns | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | Improves/gives invisibility (power 23), reducing damage dealt by 40%. Invisibility |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Lisylle the ghoul. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by I hate you don't leave me. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by I hate you don't leave me. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes stats: +6 Con / +6 Wil Changes resistances: +12% darkness Changes resistances penetration: +26% blight / +10% physical / +26% darkness / +20% fire Changes damage: +24% darkness Mindpower: +9 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +8 (+4 eff.) Changes stats: +6 Wil Changes resistances: +9% lightning / +15% temporal Changes resistances penetration: +10% all / +10% temporal Changes damage: +6% lightning Critical mult.: +15.00% Maximum life: +68.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Changes resistances: +9% cold / +10% fire / +24% darkness / +5% arcane Changes resistances penetration: +10% mind Changes damage: +9% physical / +24% darkness / +7% temporal / +6% mind / +9% arcane / +7% light A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +18% lightning Changes resistances penetration: +25% darkness Changes damage: +12% light / +9% darkness Light radius: +3 It can be used to reveal the area around you, dispelling darkness (radius 12, power 101 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 62% Damage (Melee): 40 light Damage (Ranged): 35 light Changes stats: +9 Mag Changes resistances: +34% darkness / +12% cold Changes resistances penetration: +15% lightning / +5% cold Changes damage: +24% lightning / +18% light / +17% darkness Stun/Freeze immunity: +60% Life regen: +19.00 Maximum life: +75.00 Healing mod.: +20% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +11 (+5 eff.) Effects on melee hit: * 22% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes stats: +7 Wil / +7 Mag Changes resistances: +12% blight / +40% light Changes resistances penetration: +5% cold Changes damage: +3% blight / +20% light / +16% all Spellpower: +31 (+6 eff.) Spell crit. chance: +5% Mindpower: +16 (+5 eff.) Mental crit. chance: +5% Rings make your fingers look great! |
Around waist | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Wil Changes resistances penetration: +5% mind / +20% fire Critical mult.: +15.00% Spell save: +7 (+2 eff.) Mental save: +16 (+4 eff.) Psi when hit: +0.12 Maximum life: +171.00 Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes stats: +17 Mag / +10 Wil / +17 Cun Changes damage: +21% arcane / +30% darkness Talent granted: +1 Command Staff Critical mult.: +39.00% Mental save: +18 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +21 (+4 eff.) Spell crit. chance: +18% See invisible: +16 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+7 eff.) Armour: +3 Changes stats: +11 Dex / +5 Wil Changes resistances: +15% mind / +9% temporal Changes resistances penetration: +10% temporal Reduces incoming crit damage: 15.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +1 Wil / +5 Cun / +4 Con Changes resistances: +34% darkness / +15% all Changes resistances penetration: +10% mind Changes damage: +16% nature / +21% light / +53% darkness Mental save: +6 (+1 eff.) Poison immunity: +39% Disease immunity: +50% Psi when hit: +0.08 Maximum hate: +6.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +9% Mindpower: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +14 Defense: +3 (+1 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 36 Changes stats: +7 Mag / +6 Wil Changes resistances: +21% darkness Changes resistances penetration: +13% darkness Changes damage: +6% blight / +23% darkness Critical mult.: +30.00% Stealth bonus: +33 Spell save: +17 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +80.00 Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 11 acid Changes stats: +5 Con Changes damage: +18% acid Physical save: +17 (+5 eff.) Spell save: +19 (+5 eff.) Life regen: +9.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +70.00 Spellpower: +32 (+6 eff.) Damage Shield penetration: +32% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 810 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 33 up to 8 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +14.00 Maximum life: +64.00 Mindpower: +10 (+3 eff.) Healing mod.: +17% Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 20 light Damage (Ranged): 37 light Changes stats: +3 Mag / +6 Wil / +5 Cun Changes damage: +17% light Mindpower: +13 (+4 eff.) Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +13 (+5 eff.) Changes stats: +7 Cun / +6 Wil Mindpower: +11 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +11 Defense: +13 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +16 Changes stats: +8 Str Spellpower: +11 (+2 eff.) Mindpower: +15 (+5 eff.) Rings make your fingers look great! |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 15.78 acid and 14.78 blight damage. If not cleared after five turns it will inflict 83.90 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +40.0% Armour: +8 Damage (Melee): 127 arcane Changes resistances: +3% acid / +3% light / +9% lightning Changes damage: +30% acid Talent granted: +1 Command Staff Disease immunity: +10% Life regen: +2.00 Maximum mana: +359.00 Spellpower: +44 (+8 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 34 arcane Changes resistances penetration: +16% light / +16% cold Changes damage: +3% cold / +6% light / +30% fire Talent granted: +1 Command Staff Mana each turn: +0.46 Maximum mana: +107.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +41 (+8 eff.) Spell crit. chance: +20% Light radius: +1 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 146% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% lightning Changes damage: +37% blight / +9% lightning Talent granted: +1 Command Staff Critical mult.: +19.00% Mana when firing critical spell: +2.09 Vim when firing critical spell: +6.00 Maximum mana: +60.00 Maximum vim: +40.00 Spellpower: +41 (+8 eff.) Spell crit. chance: +32% Light radius: +1 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Damage (Melee): 28 fire Changes resistances penetration: +25% mind Changes damage: +3% blight / +30% darkness / +12% mind Talent granted: +1 Command Staff Critical mult.: +40.00% Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +64.00 Spellpower: +32 (+6 eff.) Spell crit. chance: +5% See invisible: +20 It can be used to conjure elemental energy in a radius 10 cone, dealing 36.58 to 43.89 darkness damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+4 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+5 eff.) Changes stats: +7 Str / +3 Wil Changes resistances: +8% physical Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Spell save: +18 (+4 eff.) Mana when firing critical spell: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By I hate you don't leave me the Halfling Anorithil level 33
36th Regrowth 123rd year of Ascendancy at 10:49 see stats
By I hate you don't leave me the Halfling Anorithil level 44
59th Dusk 123rd year of Ascendancy at 21:36 see stats
By I hate you don't leave me the Halfling Anorithil level 33
34th Regrowth 123rd year of Ascendancy at 16:24 see stats
By I hate you don't leave me the Halfling Anorithil level 29
14th Regrowth 123rd year of Ascendancy at 18:16 see stats
By I hate you don't leave me the Halfling Anorithil level 50
63rd Haze 123rd year of Ascendancy at 09:26 see stats
By I hate you don't leave me the Halfling Anorithil level 41
24th Dusk 123rd year of Ascendancy at 21:01 see stats
By I hate you don't leave me the Halfling Anorithil level 36
50th Regrowth 123rd year of Ascendancy at 13:10 see stats
By I hate you don't leave me the Halfling Anorithil level 24
61st Haze 122nd year of Ascendancy at 03:22 see stats
By I hate you don't leave me the Halfling Anorithil level 40
18th Dusk 123rd year of Ascendancy at 21:12 see stats
By I hate you don't leave me the Halfling Anorithil level 35
47th Regrowth 123rd year of Ascendancy at 23:20 see stats
By I hate you don't leave me the Halfling Anorithil level 34
42nd Regrowth 123rd year of Ascendancy at 09:02 see stats
By I hate you don't leave me the Halfling Anorithil level 22
35th Haze 122nd year of Ascendancy at 20:55 see stats
By I hate you don't leave me the Halfling Anorithil level 50
58th Regrowth 124th year of Ascendancy at 16:27 see stats
By I hate you don't leave me the Halfling Anorithil level 50
46th Regrowth 124th year of Ascendancy at 22:35 see stats
By I hate you don't leave me the Halfling Anorithil level 21
32nd Haze 122nd year of Ascendancy at 14:45 see stats
By I hate you don't leave me the Halfling Anorithil level 28
7th Decay 122nd year of Ascendancy at 06:24 see stats
By I hate you don't leave me the Halfling Anorithil level 33
33rd Regrowth 123rd year of Ascendancy at 04:53 see stats
By I hate you don't leave me the Halfling Anorithil level 50
7th Regrowth 124th year of Ascendancy at 09:48 see stats
By I hate you don't leave me the Halfling Anorithil level 50
63rd Haze 123rd year of Ascendancy at 21:47 see stats
By I hate you don't leave me the Halfling Anorithil level 50
9th Allure 124th year of Ascendancy at 06:34 see stats
By I hate you don't leave me the Halfling Anorithil level 10
3rd Summertide 122nd year of Ascendancy at 04:00 see stats
By I hate you don't leave me the Halfling Anorithil level 20
2nd Haze 122nd year of Ascendancy at 03:25 see stats
By I hate you don't leave me the Halfling Anorithil level 30
19th Regrowth 123rd year of Ascendancy at 14:21 see stats
By I hate you don't leave me the Halfling Anorithil level 40
7th Dusk 123rd year of Ascendancy at 04:11 see stats
By I hate you don't leave me the Halfling Anorithil level 50
49th Haze 123rd year of Ascendancy at 04:27 see stats
By I hate you don't leave me the Halfling Anorithil level 29
8th Regrowth 123rd year of Ascendancy at 02:14 see stats
By I hate you don't leave me the Halfling Anorithil level 50
2nd Regrowth 124th year of Ascendancy at 12:44 see stats
By I hate you don't leave me the Halfling Anorithil level 38
27th Pyre 123rd year of Ascendancy at 02:49 see stats
By I hate you don't leave me the Halfling Anorithil level 50
59th Haze 123rd year of Ascendancy at 22:14 see stats
By I hate you don't leave me the Halfling Anorithil level 29
8th Regrowth 123rd year of Ascendancy at 02:21 see stats
By I hate you don't leave me the Halfling Anorithil level 39
3rd Summertide 123rd year of Ascendancy at 16:16 see stats
By I hate you don't leave me the Halfling Anorithil level 29
7th Regrowth 123rd year of Ascendancy at 00:50 see stats
By I hate you don't leave me the Halfling Anorithil level 36
48th Regrowth 123rd year of Ascendancy at 01:33 see stats
By I hate you don't leave me the Halfling Anorithil level 50
46th Regrowth 124th year of Ascendancy at 22:34 see stats
By I hate you don't leave me the Halfling Anorithil level 33
34th Regrowth 123rd year of Ascendancy at 16:24 see stats
By I hate you don't leave me the Halfling Anorithil level 8
5th Mirth 122nd year of Ascendancy at 20:42 see stats
By I hate you don't leave me the Halfling Anorithil level 50
2nd Regrowth 124th year of Ascendancy at 12:29 see stats
By I hate you don't leave me the Halfling Anorithil level 50
46th Regrowth 124th year of Ascendancy at 22:35 see stats
By I hate you don't leave me the Halfling Anorithil level 50
42nd Regrowth 124th year of Ascendancy at 16:58 see stats
By I hate you don't leave me the Halfling Anorithil level 8
8th Mirth 122nd year of Ascendancy at 03:07 see stats
By I hate you don't leave me the Halfling Anorithil level 38
7th Pyre 123rd year of Ascendancy at 15:29 see stats
By I hate you don't leave me the Halfling Anorithil level 21
31st Haze 122nd year of Ascendancy at 22:37 see stats
By I hate you don't leave me the Halfling Anorithil level 15
65th Dusk 122nd year of Ascendancy at 07:51 see stats
By I hate you don't leave me the Halfling Anorithil level 42
54th Dusk 123rd year of Ascendancy at 12:59 see stats
By I hate you don't leave me the Halfling Anorithil level 32
31st Regrowth 123rd year of Ascendancy at 02:50 see stats
Log
Resting starts...
Total Collapse from Hypostasis of Entropy hits I hate you don't leave me for (75 absorbed), 0 temporal, (86 absorbed), 0 darkness (0 total damage).
Talent Rune: Stormshield is ready to use.
Talent Starfall is ready to use.
Total Collapse from Hypostasis of Entropy hits I hate you don't leave me for (86 absorbed), 0 temporal, (119 absorbed), 0 darkness (0 total damage).
Your shield crumbles under the damage!
The shield around I hate you don't leave me crumbles.
Talent Rune: Shatter Afflictions is ready to use.
An antropy zone appears, run to it!
Total Collapse from Hypostasis of Entropy hits I hate you don't leave me for (73 absorbed), 0 temporal, (4 absorbed), 86 darkness (86 total damage).
Rested for 4 turns (stop reason: taken damage).
Talent Infusion: Movement is ready to use.
Talent Track is ready to use.
Total Collapse from Hypostasis of Entropy hits I hate you don't leave me for 200 temporal, 210 darkness (411 total damage).
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Total Collapse from Hypostasis of Entropy hits I hate you don't leave me for 194 temporal, 184 darkness (378 total damage).
I hate you don't leave me tries to evade attacks.
Total Collapse from Hypostasis of Entropy hits I hate you don't leave me for 326 temporal, 155 darkness (481 total damage).
Total Collapse from Hypostasis of Entropy hits I hate you don't leave me for 458 temporal, 468 darkness (927 total damage).
I hate you don't leave me uses Infusion: Movement.
I hate you don't leave me is moving at extreme speed!
Total Collapse from Hypostasis of Entropy hits I hate you don't leave me for 648 temporal damage.
I hate you don't leave me the level 50 halfling anorithil was grandfathered to death by Hypostasis of Entropy on level 1 of Entropic Void.
I hate you don't leave me vanishes from sight.